Battle-attribute-based arrangement of map areas

ABSTRACT

An approach to facilitating battle-attribute-based arrangement of map areas is provided. Battle-related records that indicate battle attribute values associated with users of a game space may be maintained. Responsive to the battle attribute values associated with individual ones of the users corresponding to the battle attribute values associated with other ones of the users, generation of one or more secondary maps having secondary areas associated with the individual users that are arranged together with secondary areas associated with the other users may be initiated. For example, the secondary area associated with a first user and the secondary area associated with a second user may be arranged together in one of the secondary maps responsive to a first battle attribute value associated with the first user corresponding to a second battle attribute value associated with the second user.

FIELD OF THE DISCLOSURE

This disclosure relates generally to battle-attribute-based arrangementof map areas.

BACKGROUND

In recent years, games have enabled users to develop their own areas(e.g., forts, cities, countries, etc.) within a game space by buildingstructures in the their areas, growing a population in their areas,training armies to protect their areas or to attack other areasassociated with other users, and/or performing other tasks related toarea development. Generally, the user areas in typical games areassociated with a static map, and user progress with respect to userlevel, attack power, defense strength, speed, and/or other battleattributes will vary among the users associated with those areas. Assuch, users with disparate battle attribute values may engage each otherin player vs. player (PvP) combat, which may result in forts, cities,countries, and/or other areas of users with substantially lower battleattribute values than their neighboring users being frequently overrunby those neighboring users. Thus, over time, users having substantiallylower battle attributes than their neighboring users may become lessengaged in such typical games. Moreover, the static maps offered bytypical games may become dull to users that are constantly at battlewith the same surrounding areas and/or users.

SUMMARY

One aspect of the disclosure relates to a system configured tofacilitate battle-attribute-based arrangement of map areas, inaccordance with one or more implementations. In exemplaryimplementations, a game space may include one or more primary mapshaving areas that are associated with users of the game space.Generation of one or more secondary maps may be initiated such that thesecondary maps may include secondary areas associated with individualones of the users arranged together with secondary areas associated withother ones of the users responsive to battle attribute values associatedwith the individual users corresponding to battle attribute valuesassociated with the other users. In certain implementations, thesecondary maps may include battleground maps that place areas of userswith corresponding battle attribute values together. In someimplementations, such battleground maps may be of limited duration toenable the users of the battleground maps to interact with one anotherduring the limited duration. In this way, battle-attribute-basedarrangement of map areas may enable users having corresponding battleattribute values to interact with one another, alleviate issuesassociated with static maps of typical games, and/or provide otherbenefits.

In some implementations, the system may include one or more servers. Theserver(s) may be configured to communicate with one or more clientcomputing platforms according to a client/server architecture. The usersmay access the system via the client computing platforms, for instance,to interact with one or more services.

The server(s) may be configured to execute one or more computer programmodules to facilitate battle-attribute-based arrangement of map areas.The computer program modules may include one or more of a game module, arecord manager module, a battle mode module, a correspondingdetermination module, and/or other modules. In some implementations, theclient computing platforms may be configured to execute one or morecomputer program modules that are the same as or similar to the computerprogram modules of the server(s) to facilitate battle-attribute-basedarrangement of map areas.

The game module may be configured to execute an instance of a gamespace. The game space may include users and primary maps having areasthat are associated with the users. The users may include first andsecond users. The areas of the primary maps may include a first areaassociated with the first user and a second area associated with thesecond user. Other areas of the primary maps may include non-usercontrolled areas.

The record manager module may be configured to maintain battle-relatedrecords that indicate battle attribute values associated with the users.The battle-related records may include a first record indicating a firstbattle attribute value associated with the first user and a secondrecord indicating a second battle attribute value associated with thesecond user.

The battle mode module may be configured to, responsive to the battleattribute values associated with individual ones of the userscorresponding to the battle attribute values associated with other onesof the users, initiate generation of one or more secondary maps havingsecondary areas associated with the individual users that are arrangedtogether with secondary areas associated with the other users. By way ofexample, the secondary area associated with the first user and thesecondary area associated with the second user may be arranged togetherin one of the secondary maps responsive to the first battle attributevalue associated with the first user corresponding to the second battleattribute value associated with the second user.

In certain implementations, the corresponding determination module maybe configured to determine that the first battle attribute valuecorresponds to the second battle attribute value responsive to one ormore of the first and second battle attribute values being within apredetermined category of values or the first and second battleattribute values being within a predetermined range from one another.Thus, the battle mode module may arrange the secondary area associatedwith the first user and the secondary area associated with the seconduser together in one of the secondary maps based on the first and secondbattle attribute values being within a predetermined category of values,the first and second battle attribute values being within apredetermined range from one another, and/or other criteria.

In certain implementations, the battle mode module may be configuredsuch that the secondary area associated with the first user representsthe first area of the primary maps and the secondary area associatedwith the second user represents the second area of the primary maps. Insome implementations, characters, structures, items, and/or resources ofthe secondary area associated with the first user may representcharacters, structures, items, and/or resources of the first area.Characters, structures, items, and/or resources of the secondary areaassociated with the second user may represent characters, structures,items, and/or resources of the second area.

In some implementations, the battle mode module may be configured suchthat the secondary maps exist for a limited duration with respect to aperception of the users of the game space. In various implementations,the battle mode module may be configured to modify the primary mapsresponsive to the users interacting with each other in the secondaryareas. In some implementations, the battle mode module may be configuredsuch that the primary maps are modified based on one or more of gains orlosses incurred by the users while interacting with each other in thesecondary areas.

In some implementations, the users of the game space may include thirdand fourth users along with the first and second users. The primary mapof the game space may include a third area associated with the thirduser and a fourth area associated with the fourth user along with thefirst area associated with the first user and the second area associatedwith the second user. The battle-related records may include a thirdrecord indicating a third battle attribute value associated with thethird user and a fourth record indicating a fourth battle attributevalue associated with the fourth user along with the first recordindicating the first battle attribute value associated with the firstuser and the second record indicating the second battle attribute valueassociated with the second user. The battle mode module may beconfigured such that the secondary area associated with the first userand the secondary area associated with the second user are arrangedtogether in one of the secondary maps responsive to the first battleattribute value corresponding to the second battle attribute value,while the secondary area associated with the third user and thesecondary area associated with the fourth user are arranged together inanother one of the secondary maps responsive to the third battleattribute value corresponding to the fourth battle attribute value.

In some implementations, the battle mode module may be configured suchthat the secondary area associated with the first user and the secondaryarea associated with the second user are arranged in close proximity toeach other in the one secondary map responsive to the first battleattribute value corresponding to the second battle attribute value.

These and other features, and characteristics of the present invention,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to facilitatebattle-attribute-based arrangement of map areas, in accordance with oneor more implementations.

FIGS. 2A and 2B illustrate diagrams of a user interface depictingprimary maps associated with a game space, in accordance with one ormore implementations.

FIGS. 3A and 3B illustrate diagrams of a user interface depictingsecondary maps associated with a game space, in accordance with one ormore implementations.

FIG. 4 illustrates a method for facilitating battle-attribute-basedarrangement of map areas, in accordance with one or moreimplementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to facilitatebattle-attribute-based arrangement of map areas, in accordance with oneor more implementations. In exemplary implementations, a game space mayinclude one or more primary maps having areas that are associated withusers of the game space. Generation of one or more secondary maps may beinitiated such that the secondary maps may include secondary areasassociated with individual ones of the users arranged together withsecondary areas associated with other ones of the users responsive tobattle attribute values associated with the individual userscorresponding to battle attribute values associated with the otherusers.

By way of example, the users of the game space may include first andsecond users. The areas of the primary maps may include a first areaassociated with the first user and a second area associated with thesecond user. In generating the secondary maps, the secondary areaassociated with the first user and the secondary area associated withthe second user may be arranged together in one of the secondary mapsresponsive to a first battle attribute value associated with the firstuser corresponding to a second battle attribute value associated withthe second user. In some implementations, the secondary area associatedwith the first user may represent the first area and the secondary areaassociated with the second user may represent the second area. In thisway, battle-attribute-based arrangement of map areas may enable usershaving corresponding battle attribute values to interact with oneanother, alleviate issues associated with static maps of typical games,and/or provide other benefits.

In some implementations, system 100 may include one or more servers 102.Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture. Theusers may access system 100 via client computing platforms 104, forinstance, to interact with one or more services.

Server(s) 102 may be configured to execute one or more computer programmodules to facilitate battle-attribute-based arrangement of map areas.The computer program modules may include one or more of a game module106, a record manager module 108, a battle mode module 110, acorresponding determination module 112, and/or other modules. In someimplementations, client computing platforms 104 may be configured toexecute one or more computer program modules that are the same as orsimilar to the computer program modules of server(s) 102 to facilitatebattle-attribute-based arrangement of map areas.

Game module 106 may be configured to execute an instance of a gamespace. In some implementations, the game space may be a virtual space.An instance of the game space may be an instance of the virtual space.An instance of the virtual space may be executed by computer modules todetermine views of the virtual space. The views may then be communicated(e.g., via streaming, via object/position data, and/or otherinformation) from server(s) 102 and/or other sources to client computingplatforms 104 for presentation to users. The view determined andtransmitted to a given client computing platform 104 may correspond to auser character being controlled by a user via client computing platform104. The view determined and transmitted to a given client computingplatform 104 may correspond to a location in the virtual space (e.g.,the location from which the view is taken, the location the viewdepicts, and/or other locations), a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters. One or more of theview parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 104)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may include a 2-dimensional topography.In other instances, the topography may include a 3-dimensionaltopography. The topography may include dimensions of the space, and/orsurface features of a surface or objects that are “native” to the space.In some instances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or more rich, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

Within the instance(s) of the virtual space, users may controlcharacters, objects, simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other elements within thevirtual space to interact with the virtual space and/or one another. Theuser characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thevirtual space that represents an individual user. The user character maybe controlled by the user with which it is associated. The usercontrolled element(s) may move through and interact with the virtualspace (e.g., non-user characters in the virtual space, other objects inthe virtual space). The user controlled elements controlled by and/orassociated with a given user may be created and/or customized by thegiven user. The user may have an “inventory” of virtual goods and/orcurrency that the user can use (e.g., by manipulation of a usercharacter or other user controlled element, and/or other items) withinthe virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 104. Theusers may interact with one another through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 104.Communications may be routed to and from the appropriate users throughserver(s) 102.

Game module 106 may be configured such that the game space includesusers and primary maps having areas that are associated with the users.The users may include first and second users. The areas of the primarymaps may include a first area associated with the first user and asecond area associated with the second user. Other areas of the primarymaps may include non-user controlled areas. Along these lines, FIGS. 2Aand 2B illustrate diagrams of a user interface 200 depicting primarymaps 202 and 204 associated with a game space, in accordance with one ormore implementations. As depicted by status window 206 of FIGS. 2A and2B, during normal game play mode, users of the game space may interactwith one another based on the respective arrangements of the areas(e.g., areas A01-A24 and areas B01-B24) on primary maps 202 and 204. Asshown by FIG. 2A, user A04 associated with area A04 is a user of asubstantially lower level (e.g., level 1) than users of nearby areas onprimary map 202. As illustrated by FIG. 2B, user B04 associated witharea B04 is a user of a substantially lower level (e.g., level 2) thanusers of nearby areas on primary map 204. A lower level may, forinstance, correlate with lower values of attack power, defense strength,speed, and/or other battle attributes. As indicated above, users such asusers A04 and B04 may become less engaged over time if they arefrequently overrun by users of nearby areas that are substantially moreexperienced or stronger.

Record manager module 108 may be configured to maintain battle-relatedrecords that indicate battle attribute values associated with the users.The battle-related records may include a first record indicating a firstbattle attribute value associated with the first user and a secondrecord indicating a second battle attribute value associated with thesecond user. By way of example, battle attribute values associated withthe users may include values for level, attack power, defense strength,speed, and/or other battle attributes associated with the users. Abattle attribute associated with a user may, for instance, include abattle attribute of the user, a battle attribute of charactersassociated with the user, a battle attribute of one or more areasassociated with the user, and/or other battle attribute associated withthe user.

For example, as indicated by FIG. 2A, a battle-related record associatedwith user A01 may indicate that user A01 is a level-20 user, abattle-related record associated with user A02 may indicate that userA02 is a level-5 user, a battle-related record associated with user A03may indicate that user A03 is a level-12 user, a battle-related recordassociated with user A04 may indicate that user A04 is a level-1 user,etc. As indicated by FIG. 2B, a battle-related record associated withuser B01 may indicate that user B01 is a level-55 user, a battle-relatedrecord associated with user B02 may indicate that user B02 is a level-12user, a battle-related record associated with user B03 may indicate thatuser B03 is a level-23 user, a battle-related record associated withuser B04 may indicate that user B04 is a level-2 user, etc.

Battle mode module 110 may be configured to, responsive to the battleattribute values associated with individual ones of the userscorresponding to the battle attribute values associated with other onesof the users, initiate generation of one or more secondary maps havingsecondary areas associated with the individual users that are arrangedtogether with secondary areas associated with the other users. By way ofexample, the secondary area associated with the first user and thesecondary area associated with the second user may be arranged togetherin one of the secondary maps responsive to the first battle attributevalue associated with the first user corresponding to the second battleattribute value associated with the second user.

In certain implementations, corresponding determination module 112 maybe configured to determine that the first battle attribute valuecorresponds to the second battle attribute value responsive to one ormore of the first and second battle attribute values being within apredetermined category of values or the first and second battleattribute values being within a predetermined range from one another.Thus, battle mode module 110 may arrange the secondary area associatedwith the first user and the secondary area associated with the seconduser together in one of the secondary maps based on the first and secondbattle attribute values being within a predetermined category of values,the first and second battle attribute values being within apredetermined range from one another, and/or other criteria.

For example, FIGS. 3A and 3B illustrate diagrams of a user interface 300depicting secondary maps 302 and 304 associated with a game space, inaccordance with one or more implementations. As depicted by statuswindow 306 of FIGS. 3A and 3B, users of the game space may interact withone another based on the respective arrangements of the secondary areason secondary maps 302 and 304 during a battle mode. In one scenario,secondary map 302 includes secondary areas associated with users oflevels 19-21 (e.g., the secondary areas associated with users A01, A09,A17, and A24 of primary map 202, the secondary area associated with userB17 of primary map 204, and/or the secondary areas associated with otherusers of other primary maps). Secondary map 302 may have been generatedto include those secondary areas based on a determination that theassociated users are within levels 19-21, a determination that theassociated users are at most 2 levels apart, and/or other criteria.

In another scenario, secondary map 304 includes secondary areasassociated with users of levels 54-56 (e.g., the secondary areaassociated with user A20 of primary map 202, the secondary areaassociated with user B01 of primary map 204, and/or the secondary areasassociated with other users of other primary maps). Secondary map 302may have been generated to include those secondary areas based on adetermination that the associated users are within levels 54-56, adetermination that the associated users are at most 2 levels apart,and/or other criteria. It should be noted that, in some implementations,secondary maps 302 and 304 may include secondary areas controlled byusers and secondary areas that are not controlled by users.

In yet another scenario, the users of secondary map 302 may have noaccess or limited access to the secondary areas of secondary map 304.The users of secondary map 304 may have no access or limited access tothe secondary areas of secondary map 302. For example, the users ofsecondary map 302 may not be enabled to attack the secondary areas ofsecondary map 304, and the users of secondary map 304 may not be enabledto attack the secondary areas of secondary map 302. In this way, usersmay interact with other users and/or with non-users of similar levels(e.g., by attacking, defending, stealing from, etc., the other usersand/or the non-users) during at least the particular battle modeassociated with secondary maps 302 and 304 without being overrun byusers of substantially higher levels.

In certain implementations, battle mode module 110 may be configuredsuch that the secondary area associated with the first user representsthe first area of the primary maps and the secondary area associatedwith the second user represents the second area of the primary maps. Insome implementations, characters, structures, items, and/or resources ofthe secondary area associated with the first user may representcharacters, structures, items, and/or resources of the first area.Characters, structures, items, and/or resources of the secondary areaassociated with the second user may represent characters, structures,items, and/or resources of the second area. By way of example, referringto FIGS. 2A and 3A, secondary areas A01′, A09′, A17′, and A24′ ofsecondary map 302 may represent areas A01, A09, A17, and A24 of primarymap 202, respectively. Referring to FIGS. 2B and 3B, secondary area B17′of secondary map 304 may represent area B17 of primary map 204. Asanother example, secondary areas A01′, A09′, A17′, A24′, and B′17 may beidentical to areas A01, A09, A17, A24, and B17, respectively. In one usecase, secondary areas A01′, A09′, A17′, A24′, and B′17 may include thesame characters, structures, items, and/or resources as their respectiveareas A01, A09, A17, A24, and B17.

In some implementations, battle mode module 110 may be configured suchthat the secondary maps exist for a limited duration with respect to aperception of the users of the game space. In one scenario, differentcities associated with the users may be added to new temporary“battleground” maps. These cities may be included together on a randombasis subject to the users associated with the cities havingcorresponding battle attribute values. Thus, these battleground maps mayallow for more balanced PvP combat among the users. Such PvP combat mayinclude attempting to capture other users' cities of the battlegroundmaps (e.g., by attacking the other users' cities, by capturing thestructures of the other users' cities, by plundering items from theother users' cities, by taking over resources of the other users'cities, etc.) while defending their own cities of the battleground maps.After the limited duration, the users may be “warped” back to theircities as arranged by the primary maps associated with the users. Inanother scenario, cities and/or other areas captured by a user duringthe limited duration may be transferred to the capturing user's primarymap. The captured cities and/or other captured areas may be placedmanually by the user or automatically by battle mode module 110 and/orother modules.

Thus, in various implementations, battle mode module 110 may beconfigured to modify the primary maps responsive to the usersinteracting with each other in the secondary areas. In someimplementations, battle mode module 110 may be configured such that theprimary maps are modified based on one or more of gains or lossesincurred by the users while interacting with each other in the secondaryareas. As indicated above, in one use case, users may attempt to captureother users' cities of temporary battleground maps while defending theirown cities of the battleground maps. Captured cities and/or othercaptured areas may be transferred to the capturing user's primary map.In another use case, characters, structures, items, and/or resourcesthat are gained and/or loss during interactions among the users in thebattleground maps may be reflected in the users' respective primarymaps.

In certain implementations, battles or particular types of battles maybe restricted to the secondary areas associated with the secondary mapssuch as battlegrounds associated with temporary battleground maps. Inone use case, users may be notified that one or more of their cities maybe vulnerable to attack according to user progress, a periodic basis, apredetermined schedule, and/or other criteria. Users may, for instance,be given an amount of time to prepare their cities for battle beforetheir cities are “warped” to respective battlegrounds associated withthe temporary battleground maps and the users can begin interacting withone another in the battlegrounds. In this way, since the users may becalled to battle at any given time, the battlegrounds provided throughthe temporary battleground maps may offer an element of surprise to theuser experience, resulting in increased engagement of the users. Asindicated above, the battleground maps may be randomly generated subjectto the users of the areas in the battlegrounds having correspondingbattle attribute values. Such randomly-generated battleground maps mayprovide users with a dynamic feel to a game.

In some implementations, the users of the game space may include thirdand fourth users along with the first and second users. The primary mapof the game space may include a third area associated with the thirduser and a fourth area associated with the fourth user along with thefirst area associated with the first user and the second area associatedwith the second user. The battle-related records may include a thirdrecord indicating a third battle attribute value associated with thethird user and a fourth record indicating a fourth battle attributevalue associated with the fourth user along with the first recordindicating the first battle attribute value associated with the firstuser and the second record indicating the second battle attribute valueassociated with the second user. Battle mode module 110 may beconfigured such that the secondary area associated with the first userand the secondary area associated with the second user are arrangedtogether in one of the secondary maps responsive to the first battleattribute value corresponding to the second battle attribute value,while the secondary area associated with the third user and thesecondary area associated with the fourth user are arranged together inanother one of the secondary maps responsive to the third battleattribute value corresponding to the fourth battle attribute value.

For example, with respect FIGS. 3A and 3B, user A01 may be the firstuser, user B17 may be the second user, user A20 may be the third user,and user B01 may be the fourth user. Secondary map 302 may be generatedto include the secondary area A01′ associated with user A01 and thesecondary area B17′ associated with user B17 responsive to adetermination that the value of A01's level corresponds to the value ofuser B17's level (e.g., the values are within a predetermined categoryof values, the values are within a predetermined range from one another,etc.). Secondary map 304 may be generated to include the secondary areaA20′ associated with user A20 and the secondary area B01′ associatedwith user B01 responsive to a determination that the value of A20'slevel corresponds to the value of user B01's level. Secondary map 302may, for instance, be a battleground map of battlegrounds for users A01,users B17, and other users of levels 19-21. Secondary map 304 may be abattleground map of battlegrounds for users A20, users B01, and otherusers of levels 54-56. As indicated above, in one scenario, the users ofsecondary map 302 may not have access to the battlegrounds of secondarymap 304, and the users of secondary map 304 may not have access to thebattlegrounds of secondary map 302. In this way, battle-attribute-basedarrangement of map areas may encourage competitiveness among the userssince the battlegrounds of the secondary maps incentivizes the users tobe prepared for an attack and/or other interactions from users ofcorresponding battle attribute values.

In some implementations, battle mode module 110 may be configured suchthat the secondary area associated with the first user and the secondaryarea associated with the second user are arranged in close proximity toeach other in the one secondary map responsive to the first battleattribute value corresponding to the second battle attribute value. Byway of example, in some use cases, users with the same and/or similarbattle attribute values may be arranged closer together while users withdisparate battle attribute values may be placed farther apart. As such,even in a secondary map that includes secondary areas associated usersof disparate battle attribute levels, it may be less likely that usersof low battle attribute levels are overrun by users of high battleattribute values. For example, users of high battle attribute values maybe more likely to prepare their own defenses against other users of highbattle attribute values (e.g., rather than attack users of low battleattribute levels) due to the secondary areas associated with users ofhigh battle attribute values being proximately close to one another.

Server(s) 102, client computing platforms 104, external resources 114,and/or other components may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. It will be appreciated thatthis is not intended to be limiting, and that the scope of thisdisclosure includes implementations in which server(s) 102, clientcomputing platforms 104, external resources 114, and/or other componentsmay be operatively linked via some other communication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withclient computing platform 104 to interface with system 100 and/orexternal resources 114, and/or provide other functionality attributedherein to client computing platforms 104. By way of non-limitingexample, client computing platform 104 may include one or more of adesktop computer, a laptop computer, a handheld computer, a netbook, asmartphone, a gaming console, and/or other computing platforms.

External resources 114 may include sources of information, hosts and/orproviders of virtual spaces outside of system 100, external entitiesparticipating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 114 may be provided by resources included in system100.

In some implementations, server(s) 102 may include an electronic storage116, one or more processor(s) 118, and/or other components. Server(s)102 may include communication lines, or ports to enable the exchange ofinformation with a network and/or other computing platforms.Illustration of server(s) 102 in FIG. 1 is not intended to be limiting.Server(s) 102 may include a plurality of hardware, software, and/orfirmware components operating together to provide the functionalityattributed herein to server(s) 102. For example, server(s) 102 may beimplemented by a cloud of computing platforms operating together asserver(s) 102.

Electronic storage 116 may include electronic storage media thatelectronically stores information. In some implementations, theelectronic storage media of electronic storage 116 may include one orboth of system storage that is provided integrally (i.e., substantiallynon-removable) with server(s) 102 and/or removable storage that isremovably connectable to server(s) 102 via, for example, a port (e.g., aUSB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.).Electronic storage 116 may include one or more of optically readablestorage media (e.g., optical disks, etc.), magnetically readable storagemedia (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.),electrical charge-based storage media (e.g., EEPROM, RAM, etc.),solid-state storage media (e.g., flash drive, etc.), and/or otherelectronically readable storage media. Electronic storage 116 mayinclude one or more virtual storage resources (e.g., cloud storage, avirtual private network, and/or other virtual storage resources).Electronic storage 116 may store software algorithms, informationdetermined by processor(s) 118, information received from server(s) 102,information received from client computing platforms 104, and/or otherinformation that enables server(s) 102 and/or client computing platforms104 to function as described herein. It should be noted that, in certainimplementations, electronic storage 116 may be a part of server(s) 102,a part of a given client computing platform 104, and/or a separatecomponent of system 100.

In some implementations, processor(s) 118 is configured to provideinformation processing capabilities in server(s) 102. As such,processor(s) 118 may include one or more of a digital processor, ananalog processor, a digital circuit designed to process information, ananalog circuit designed to process information, a state machine, and/orother mechanisms for electronically processing information. Althoughprocessor(s) 118 is shown in FIG. 1 as a single entity, this is forillustrative purposes only. In some implementations, processor(s) 118may include a plurality of processing units. These processing units maybe physically located within the same device, or processor(s) 118 mayrepresent processing functionality of a plurality of devices operatingin coordination. Processor(s) 118 may be configured to execute modules106, 108, 110, 112, and/or other modules. Processor(s) 118 may beconfigured to execute modules 106, 108, 110, 112, and/or other modulesby software; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor(s) 118. As noted, in certain implementations,a given client computing platform 104 may include one or more computerprogram modules that is the same as or similar to the computer programmodules of server(s) 102. Client computing platform 104 may include oneor more processors that are the same or similar to processor(s) 118 ofserver(s) 102 to execute such computer program modules of clientcomputing platform 104.

It should be appreciated that although modules 106, 108, 110, and 112are illustrated in FIG. 1 as being co-located within a single processingunit, in implementations in which processor(s) 118 includes multipleprocessing units, one or more of modules 106, 108, 110, and/or 112 maybe located remotely from the other modules. The description of thefunctionality provided by the different modules 106, 108, 110, and/or112 described below is for illustrative purposes, and is not intended tobe limiting, as any of modules 106, 108, 110, and/or 112 may providemore or less functionality than is described. For example, one or moreof modules 106, 108, 110, and/or 112 may be eliminated, and some or allof its functionality may be provided by other ones of modules 106, 108,110, and/or 112. As another example, processor(s) 118 may be configuredto execute one or more additional modules that may perform some or allof the functionality attributed below to one of modules 106, 108, 110,and/or 112.

FIG. 4 illustrates a method for facilitating battle-attribute-basedarrangement of map areas, in accordance with one or moreimplementations. The operations of method 400 presented below areintended to be illustrative. In some implementations, method 400 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 400 are illustrated in FIG.4 and described below is not intended to be limiting.

In some implementations, method 400 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 400 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 400.

At an operation 402, an instance of a game space may be executed. Thegame space may be configured to facilitate interaction of the users withthe game space and/or each other by performing operations in the gamespace in response to commands received from the users. The game spacemay include one or more primary maps having areas that are associatedwith the users. The users may include first and second users. The areasmay include a first area associated with the first user and a secondarea associated with the second user. Operation 402 may be performed bya game module that is the same as or similar to game module 106, inaccordance with one or more implementations.

At an operation 404, presentation of views of the game space to usersmay be facilitated. For example, in some implementations, the game spacemay be a virtual space. An instance of the game space may be an instanceof the virtual space. An instance of the virtual space may be executedby computer modules to determine views of the virtual space. The viewsmay be communicated from one or more servers and/or other sources toclient computing platforms associated with the users for presentation tothe users. Operation 404 may be performed by a game module that is thesame as or similar to game module 106, in accordance with one or moreimplementations.

At an operation 406, battle-related records that indicate battleattributes values associated with the users may be maintained. Forexample, the battle-related records may include a first recordindicating a first battle attribute value associated with the first userand a second record indicating a second battle attribute value associatewith the second user. Operation 406 may be performed by a record managermodule that is the same as or similar to record manager module 108, inaccordance with one or more implementations.

At an operation 408, the battle attribute values associated withindividual ones of the users may be determined to correspond to battleattribute values associated with other ones of the users. For example,the first battle attribute value associated with the first user may bedetermined to correspond to the second battle attribute value associatedwith the second user. Operation 408 may be performed by a correspondingdetermination module that is the same as or similar to correspondingdetermination module 112, in accordance with one or moreimplementations.

At an operation 410, generation of one or more secondary maps havingsecondary areas associated with the individual users that are arrangedtogether with secondary areas associated with the other users may beinitiated. As shown, the generation of the secondary maps may beresponsive to a determination that the battle attribute valuesassociated with the individual users correspond to the battle attributevalues associated with the other users. For example, the secondary areaassociated with the first user and the secondary area associated withthe second user may be arranged together in one of the secondary mapsresponsive to a determination that the first battle attribute valueassociated with the first user corresponds to the second battleattribute value associated with the second user. Operation 410 may beperformed by a battle mode module that is the same as or similar tobattle mode module 110, in accordance with one or more implementations.

At an operation 412, a determination of whether certain userinteractions of the users with one another in the secondary areas haveoccurred may be effectuated. Operation 412 may be performed by a battlemode module that is the same as or similar to battle mode module 110, inaccordance with one or more implementations. Responsive to adetermination that certain user interactions of the users with oneanother in the secondary areas have occurred, method 400 may proceed toan operation 414.

At operation 414, the primary maps associated with the users may bemodified based on the user interactions in the secondary areas. Forexample, the primary maps may be modified based on one or more of gainsor losses incurred by the users while interacting with each other in thesecondary areas. Operation 414 may be performed by a battle mode modulethat is the same as or similar to battle mode module 110, in accordancewith one or more implementations.

Although the present invention has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the invention isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present invention contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for facilitating battle-attribute-basedarrangement of map areas, the system comprising: one or more processorsconfigured by machine-readable instructions to: execute an instance of agame space, and to facilitate presentation of views of the game space tousers, wherein the game space is configured to facilitate interaction ofthe users with the game space and/or each other by performing operationsin the game space in response to commands received from the users, andwherein the game space includes one or more primary maps having areasthat are associated with the users, the users include first and secondusers, and the areas include a first area associated with the first userand a second area associated with the second user; maintainbattle-related records that indicate battle attribute values associatedwith the users, wherein the battle-related records include a firstrecord indicating a first battle attribute value associated with thefirst user and a second record indicating a second battle attributevalue associated with the second user; and responsive to the battleattribute values associated with individual ones of the userscorresponding to the battle attribute values associated with other onesof the users, initiate generation of one or more secondary maps havingsecondary areas associated with the individual users that are arrangedtogether with secondary areas associated with the other users such thatthe secondary area associated with the first user and the secondary areaassociated with the second user are arranged together in one of thesecondary maps responsive to the first battle attribute valuecorresponding to the second battle attribute value, wherein a firstdistance between the first area and the second area in a primary map isdifferent than a second distance between the secondary area associatedwith the first user and the secondary area associated with the seconduser in a secondary map.
 2. The system of claim 1, wherein the one ormore processors are configured by machine-readable instructions suchthat the secondary area associated with the first user represents thefirst area and the secondary area associated with the second userrepresents the second area.
 3. The system of claim 2, wherein the one ormore processors are configured by machine-readable instructions suchthat characters, structures, items, and/or resources of the secondaryarea associated with the first user represent characters, structures,items, and/or resources of the first area, and characters, structures,items, and/or resources of the secondary area associated with the seconduser represent characters, structures, items, and/or resources of thesecond area.
 4. The system of claim 1, wherein the one or moreprocessors are configured by machine-readable instructions such that thesecondary area associated with the first user and the secondary areaassociated with the second user are arranged in close proximity to eachother in the secondary map responsive to the first battle attributevalue corresponding to the second battle attribute value.
 5. The systemof claim 1, wherein the users include third and fourth users, and theareas include a third area associated with the third user and a fourtharea associated with the fourth user, wherein the battle-related recordsinclude a third record indicating a third battle attribute valueassociated with the third user and a fourth record indicating a fourthbattle attribute value associated with the fourth user, and wherein theone or more processors are configured by machine-readable instructionssuch that the secondary area associated with the fourth user and thesecondary area associated with the fourth user are arranged together inanother one of the secondary maps responsive to the third battleattribute value corresponding to the fourth battle attribute value. 6.The system of claim 1, wherein the one or more processors are configuredby machine-readable instructions to determine that first battleattribute value corresponds to the second battle attribute valueresponsive to one or more of the first and second battle attributevalues being within a predetermined category of values or the first andsecond battle attribute values being within a predetermined range fromone another.
 7. The system of claim 1, wherein the one or moreprocessors are configured by machine-readable instructions such that thesecondary maps exist for a limited duration with respect to a perceptionof the users of the game space.
 8. The system of claim 1, wherein theone or more processors are configured by machine-readable instructionsto modify the primary maps responsive to the users interacting with eachother in the secondary areas.
 9. The system of claim 8, wherein the oneor more processors are configured by machine-readable instructions suchthat the primary maps are modified based on one or more of gains orlosses incurred by the users while interacting with each other in thesecondary areas.
 10. A method for facilitating battle-attribute-basedarrangement of map areas, the method being implemented in a computersystem that includes one or more processors configured bymachine-readable instructions, the method comprising: executing aninstance of a game space; facilitating presentation of views of the gamespace to users, wherein the game space is configured to facilitateinteraction of the users with the game space and/or each other byperforming operations in the game space in response to commands receivedfrom the users, and wherein the game space includes one or more primarymaps having areas that are associated with the users, the users includefirst and second users, and the areas include a first area associatedwith the first user and a second area associated with the second user;maintaining battle-related records that indicate battle attribute valuesassociated with the users, wherein the battle-related records include afirst record indicating a first battle attribute value associated withthe first user and a second record indicating a second battle attributevalue associated with the second user; and responsive to the battleattribute values associated with individual ones of the userscorresponding to the battle attribute values associated with other onesof the users, initiating generation of one or more secondary maps havingsecondary areas associated with the individual users that are arrangedtogether with secondary areas associated with the other users such thatthe secondary area associated with the first user and the secondary areaassociated with the second user are arranged together in one of thesecondary maps responsive to the first battle attribute valuecorresponding to the second battle attribute value, wherein a firstdistance between the first area and the second area in a primary map isdifferent than a second distance between the secondary area associatedwith the first user and the secondary area associated with the seconduser in a secondary map.
 11. The method of claim 10, wherein thesecondary area associated with the first user represents the first areaand the secondary area associated with the second user represents thesecond area.
 12. The method of claim 11, wherein characters, structures,items, and/or resources of the secondary area associated with the firstuser represent characters, structures, items, and/or resources of thefirst area, and characters, structures, items, and/or resources of thesecondary area associated with the second user represent characters,structures, items, and/or resources of the second area.
 13. The methodof claim 10, wherein the secondary area associated with the first userand the secondary area associated with the second user are arranged inclose proximity to each other in the secondary map responsive to thefirst battle attribute value corresponding to the second battleattribute value.
 14. The method of claim 10, wherein the users includethird and fourth users, and the areas include a third area associatedwith the third user and a fourth area associated with the fourth user,wherein the battle-related records include a third record indicating athird battle attribute value associated with the third user and a fourthrecord indicating a fourth battle attribute value associated with thefourth user, and wherein the secondary maps are generated such that thesecondary area associated with the fourth user and the secondary areaassociated with the fourth user are arranged together in another one ofthe secondary maps responsive to the third battle attribute valuecorresponding to the fourth battle attribute value.
 15. The method ofclaim 10, comprising determining that first battle attribute valuecorresponding to the second battle attribute value responsive to one ormore of the first and second battle attribute values being within apredetermined category of values or the first and second battleattribute values being within a predetermined range from one another.16. The method of claim 10, where the secondary maps exist for a limitedduration with respect to a perception of the users of the game space.17. The method of claim 10, comprising modifying the primary mapsresponsive to the users interacting with each other in the secondaryareas.
 18. The method of claim 17, wherein the primary maps are modifiedbased on one or more of gains or losses incurred by the users whileinteracting with each other in the secondary areas.
 19. The system ofclaim 1, wherein a realm-building type game is played within the gamespace.
 20. The method of claim 10, wherein a realm-building type game isplayed within the game space.